Shadowblack

Kemek's page

135 posts. Alias of Oceanshieldwolf.


Full Name

Kemek

Race

Gondsman

Classes/Levels

Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Gender

Male

Strength 14
Dexterity 13
Constitution 14
Intelligence 11
Wisdom 13
Charisma 6

About Kemek

Neutral Good Gondsman Druid; Male gender-specification
Size - Medium
HP 8 AC 13 (Hide, +1 dex)
Speed: 30ft Init: +1
Greatclub, +2, 1d8+2 (bludgeoning)
Dagger, +2, 1d4+2 (piercing)
Spear, +2, 1d6+2 (piercing) Thrown(range 20/60), versatile 1d8+2
STR 14 (+2)
DEX 13 (+1)
CON 14 (+2)
INT 11 (+0)
WIS 13 (+1)
CHA 6 (-2)

Saving Throws: Wisdom

Skills: Athletics (Strength), Nature (Intelligence), Survival (Wisdom)
Languages: Common, Druidic, Gnomish, Elvish
Proficiencies:
Armor: Padded, Leather, Dragon Leather, Hide, Wooden Shields
Weapons: Club, dagger, dart, javelin, mace, quarterstaff,
scimitar, sickle, sling, and spear
Tools: Herbalism kit

Proficiency Bonus: +1

Usual Spells:

Druidcraft
Transmutation cantrip
Casting Time: 1 action
Range: 25 feet
Duration: Instantaneous or 1 minute
Whispering to the earth and heeding the voice of the wind, you create one of the following effects within range.
• You create a tiny, harmless sensory effect that lasts for up to 1 minute and predicts what the weather will be at your location for the next 24 hours. You might create a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on.
• You produce up to five wisps of light that last for up to 1 minute. Each wisp emits dim light in a 5-¬‐foot radius. As part of the action you used to cast this cantrip, or as a separate action, you can direct the wisps to dance, move to any point within 25 feet of you that you can see, or trace a pattern in the air. The wisps can move as a group or independently.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You instantly make a leaf, a pebble, a twig, or another natural object tumble or blow up to 25 feet in a cardinal direction you name, even if you do not know the direction.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal crashing through brush, or the faint odor of skunk.
• You instantly light or snuff out a candle, a torch, or a small campfire.
• If you cast this spell multiple times, you can have up to three of its non-¬‐instantaneous effects active at a time.

Shillelagh
Cantrip transmutation
Casting Time: 1 action Range: 10 feet Duration: Instantaneous
The wood of your club or quarterstaff is imbued with nature’s power and lashes out like a whip at a nearby creature. Make a melee attack roll against a creature within range. You have a bonus to the roll equal to your magic ability modifier + your spellcasting bonus, if any. On a hit, the target takes 1d8 bludgeoning damage.
At Higher Levels: The spell’s damage increases by 1d8 when you reach a caster level of 5th (2d8), 10th (3d8), 15th (4d8), and 20th (5d8).
Requirement: You must be holding a club or a quarterstaff.

Thunderwave
1st-¬‐level evocation
Casting Time: 1 action Range: 15 feet Duration: Instantaneous
With a loud crack, a wave of thunderous force sweeps out from you. Each creature in a 15-¬‐foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful one, it takes half as much damage and is not pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible within 300 feet of you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8.

Entangle
1st-¬‐level conjuration
Casting Time: 1 action Range: 100 feet Duration: 1 minute
Choose a point on the ground within range that you can see. For the duration, grasping roots and vines sprout within a 20-¬‐foot radius centered on that point and turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the roots. The creature can use its action to make a Strength check against the spell’s DC. On a success, the creature frees itself.
When the spell ends, the conjured plants wilt away.

Saving Throw DC. The DC to resist one of your spells equals 8 + your Wisdom modifier.
Spellcasting Bonus. If you are holding a magic focus—a rod, staff, or wand made of wood— when you cast a spell, you can add your proficiency bonus to the spell’s saving throw DC.
Ritual Casting
You can cast any druid spell as a ritual if you have the spell prepared and the spell has a ritual version. To cast a spell as a ritual, you must add 10 minutes to the spell’s casting time, during which you undertake a prescribed ceremony that includes your magic focus, a rod, staff, or wand made of wood.

Background:
Guide: You know the wilderness like the back of your hand. You have spent many days and nights in the wild, sometimes traveling on your own but more often leading others along rarely used tracks and paths.
Trait – Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Proficiencies
Skills: Athletics, Nature, Survival
Tools: Climber’s kit, mounts (land), navigator’s tools

Racial Abilities:
Composite Plating You gain +1 to Armor Class
Living Construct
Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.
Instead of sleeping, you enter a sleep‐like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Class Features:
Druidic, Spellcasting

Equipment: Hide armor, greatclub, spear, rod, adventurer’s kit, sprig of mistletoe

Encumbrance 15 lbs weapons
10 lbs armor,
39 bs adventurer’s kit

64 lbs of 140 capacity.

Wealth: 64 gp

Kemek's Tale:

First there was Fire and the noises of Foundry and Forge. Then the Spirits of Taking and Trapping and the binding of Breath and Pulse. Next was Noise, screeching and whining - the painful melding of metal and musculature, sinew and silica, blood and plate. Liquid immersion and metamorphosis, electrochrysalis and a sharp final Shock. A Flow, a Beat and a Sense.

Then...silence. A waiting time. But Kemek was already Kemek. Kemek had been...awakened, aware almost from the start. As if his disparate soul was assembled just as much as his physicality. His awareness coalesced, formed and reformed - struggling to remain contained and struggling to be maintained - yearning to understand the inner and outer, macro and micro, other and self.

When his eyes opened for the first time, Kemek saw his batch brothers, inert. The small tinkers, his makers had no understanding of Kemek's soul, and, at first treated him as an automaton. He did not dissuade them. He watched and waited.

When his brothers were awakened Kemek chose to reveal his understanding. His nmakers, surprised and curious, studied him closely, ran tests on him, even partialy disassembled him in an effort to find what made him "tick".

Kemek knew their search was fruitless, but assisted where he could, following complex directives and answering questions to the best of his nascent ability. All the while his batch brothers trained, dull brutes designed for battle and war, physiologically designed for locomotion and obedience.

In time, his makers concluded he was an anomaly and gave him the appelation "Kemek" to describe his state. Kemek was not surprised. He had already known who he was. He was sentient, and free-willed. But more than that, he was inspired.

When his makers released him, Kemek was directed to travel to Candlekeep, to find his owner Gorion - and travel he did. The world outside was so... Wondrous. Here. The outside that was written within his soul. Kemek travelled an outward, physical journey just as much as an inner, metaphysical journey.

His connection to this outside, this World beyond his self, grew stronger and more intense, as if his awareness almost commingled with... Nature. Life. Existence.
The interweavings of living threads fascinated Kemek, his own synthesis leaving him in no doubt of his place within the Web of Life.

Upon reaching his journey's end he presented himself to Gorion. His owner. Gorion was impressed by Kemek's gifts and soon divested himself of ownership - freeing Kemek to follow his own path, find his own truths. And perhaps, aid Gorion from time to time...

Gorion aided Kemek in learning to seek out his own magical powers, though divinely inspired. The Candlekeep Library increased Kemek's knowledge and understanding of Faerun, but no scholarly learning could imrove Kemek's compassion or personal relations - he remains a living construct, often seeming cold, distant, emotionally indistinct. In time, he will grow, flower as a being, able to meet and treat with greater ability. For now, Kemek revels in Life.